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Posted
2 hours ago, Invictusblade said:

so there is a couple of things

 

1. While I do not use them often, I do like the idea of controlling the overlays of factions, such as keep BoS clean and shaven with minimal tattoos (except BoS Tattoos) while having Raiders being filthy and riddled with sores and tattoos.

 

2. while having a external config file would be more efficient for MCM purposes (not needing to have over a hundred settings) *but most players will not be able to edit them.

 

3. so about Robco vs SPID. each have pros or cons.

which is one of the reasons why I have both supported.

Robco can be used on dead NPCs (which I need for the Dead Body Fixer (which I assume is still required for nextgen (I haven't played it yet)))

*one of the things, I have added a while ago to the upcoming version, is a third party option to switch between Gardens of Eden and Lighthouse

 

 

I hear you. Despite its flaws ROF is the only mod of its kind as far as I know, and it has obviously taken a lot of time and energy to develop. I'm only concerned that the confusing wall of MCM settings would scare away new users. Still I look forward to seeing what the next version brings.

Posted
17 hours ago, AWHA2 said:

I hear you. Despite its flaws ROF is the only mod of its kind as far as I know, and it has obviously taken a lot of time and energy to develop. I'm only concerned that the confusing wall of MCM settings would scare away new users. Still I look forward to seeing what the next version brings.

I will have another look at cleaning them up, (I might rework the preset idea I had a short while ago) *I overexpanded the preset idea which led me to start hating it

 

I will try to post the update at the end of the week.

Posted

I am a bit confused the "Quest or Armor" section of the FOMOD. Do I need to check "allow" and thereafter check every mod I have, or do I just check "disallow" and the mod automatically checks the overlays I have installed?

Posted

Anybody got this framework working on the NG? From what I've experience, the automatic overlay distribution went kaput with NG. My guess is it due to Lighthouse being incompactible with NG

Posted (edited)

so there will be a delay, having a couple of issues. (I should be able to release it by the end of the week) *London options will be a Beta because I am still new to it.

 

so the neon (glowing) overlays will take over the former Birthmark option.

and I believe the London options are working but I am not 100% sure yet.

 

I will look into decreasing the number of MCM options via manual inputs (will be looking into it)

 

On 8/15/2024 at 6:19 AM, HrymfaxePrime said:

I am a bit confused the "Quest or Armor" section of the FOMOD. Do I need to check "allow" and thereafter check every mod I have, or do I just check "disallow" and the mod automatically checks the overlays I have installed?

quests are default.

they are the method of overlay activation (armor is Old but still used for certain objects, and Quests are New)

 

and it is fine for the mod to recheck the overlays, it shouldn't take long (maybe a second)

 

On 8/17/2024 at 8:58 PM, DasKebab said:

Anybody got this framework working on the NG? From what I've experience, the automatic overlay distribution went kaput with NG. My guess is it due to Lighthouse being incompactible with NG

I have added both Garden of Eden Script mod and Lighthouse to the upcoming version. so please wait until then.

 

(btw it did require some script rewriting to get both working so it isn't a simple swap)

 

 

update-> it will be a while longer, there are some issues that I am trying to resolve (I am not sure if it is the mod that has issues or Fallout London which I am testing) *such as not detecting Factions, not updating the overlays.

I might post a beta tomorrow because most of it works (it will require some MCM button presses)

Edited by Invictusblade
Posted (edited)

even longer, I decided to redo the factions (combination of several ideas from before)

 

there will be 20 factions (with 60 slots (incase there is multiple ids per faction)) with two options each (Presets and unique overlays)

 

there will be 5+1(basic) presets.

(I changed the damage and skin back to its original version of separated options)

 

redesigned the scripts for the armor and magic effect to use the better quest version (doesn't matter if you don't understand)

 

so all of the above is done and working(I think)

 

 

but as I am testing Fallout London, I am still having problems with it

Fo4edit

Screenshot2024-08-24173313.png.320fcd3c3d7e67cd6ecfbd366130ef7e.png

papyrus log

Screenshot2024-08-24173412.png.073e26217a2f1a284aafc1aaa4ef067e.png

so somehow it gotten swapped around, and while it does work-ish (ish is so the basic options will work but not the faction options which is the big problem)

 

Update-> I finally fixed the issue, it was the bloody "None" (I assumed that it would just skip it if it was empty)

so I will do some clean up of the MCM, and unique Overlays.

and I should be able to post the update in the next couple of days.

Edited by Invictusblade
Posted

Finally uploaded the latest version, hopefully it works,

you will need to set up some of the factions again (it uses a different system now)

 

INVB_OverlayFramework v2.470
-------------------------------------
Revamped the faction system to decrease the number of options while increasing the number of factions
-instead of separate options for each faction, there will be five+1 presets which factions can be assigned to
Added Support for Fallout London
Re-added support for the DLC Factions
Changed skin and damage back to its individual options
change Birthmarks to Neon paint
Added more Unique Overlays

Assorted Minor and Major Changes

 

*There are issues with the internal Group Distributor. (Lighthouse works but I think Garden of Eden has some issues) *I will work on this issue

 

 

INVB_OverlayFramework_Tattoo_Invictusblade v3.esp

--------------------------------------------------------

Added a few more overlays (Treasure Map, and more Neon Effects

Posted (edited)

Unfortunately didn't work for me. Only Pubic hairs are aplying on npcs. I clicked on restart ROF and refresh ROF. no effect. Checked Arrays command. It shows all installed overlays, as needed. But "Cyckling overlays on NPC" changes only Pubic hairs. 

 Well I don't have any tattoo mod now, so I checked if skin conditions and moles/acne working. 

    I'll install some tattoo for best result now and update this post after testing.

 - - - Upd: installed svb tattoo. It works also. But something wrong with skin conditions and moles/acne.

Edited by Jeffey67
Posted (edited)
8 hours ago, Jeffey67 said:

Unfortunately didn't work for me. Only Pubic hairs are aplying on npcs. I clicked on restart ROF and refresh ROF. no effect. Checked Arrays command. It shows all installed overlays, as needed. But "Cyckling overlays on NPC" changes only Pubic hairs. 

 Well I don't have any tattoo mod now, so I checked if skin conditions and moles/acne working. 

    I'll install some tattoo for best result now and update this post after testing.

 - - - Upd: installed svb tattoo. It works also. But something wrong with skin conditions and moles/acne.

I will have a look, I have a feeling I know where I might have messed up somewhere.

 

update-> yep found the issue, completely missed it, I will post a fix in a hour or so

also I forgot about your recent pubic hair update so I am adding that as well (I remembered last night after I posted the mod)

Edited by Invictusblade
Posted
6 hours ago, Invictusblade said:

I will have a look, I have a feeling I know where I might have messed up somewhere.

 

update-> yep found the issue, completely missed it, I will post a fix in a hour or so

also I forgot about your recent pubic hair update so I am adding that as well (I remembered last night after I posted the mod)

Thank you! But what's wrong about my my update? The list of names remains the same. I didn't change the file overlays.json as esl file. why adding something? It works well, i've checked :)

Posted (edited)

INVB_OverlayFramework v2.470 (2nd Attempt)

---------------------------------------------

made a mistake with one of the script that I didn't update properly (should work work)

Added the ginger pubic hair from latest Porcupine's Pubichair update (this is new isn't it)

 

 

update->

btw so in the new faction pages, there are Factions Called "NOTHING" these are empty factions that can be filled with custom factions if desired

 

brief instruction

1. right click on 'INVB_Overlay_Faction_Manager' and click 'copy as override into...' into a new mod (and then 'CAOI' the factions you want from mods)

2. click on any of the ##a and select your chosen faction

3. then click on the Faction_##_String and name it to your pick

4. you can edit the MCM to edit NOTHING into your pick.

 

this does require a bit of experience with one of the Fallout 4 editors

 

so I might upload some more modded expansions in the future.

Screenshot 2024-08-28 202316.png

Edited by Invictusblade
Posted
6 hours ago, Invictusblade said:

INVB_OverlayFramework v2.470 (2nd Attempt)

---------------------------------------------

made a mistake with one of the script that I didn't update properly (should work work)

Added the ginger pubic hair from latest Porcupine's Pubichair update (this is new isn't it)

 

 

update->

btw so in the new faction pages, there are Factions Called "NOTHING" these are empty factions that can be filled with custom factions if desired

 

brief instruction

1. right click on 'INVB_Overlay_Faction_Manager' and click 'copy as override into...' into a new mod (and then 'CAOI' the factions you want from mods)

2. click on any of the ##a and select your chosen faction

3. then click on the Faction_##_String and name it to your pick

4. you can edit the MCM to edit NOTHING into your pick.

 

this does require a bit of experience with one of the Fallout 4 editors

 

so I might upload some more modded expansions in the future.

Screenshot 2024-08-28 202316.png

 

You fixed it. Now I'm trying to use https://www.nexusmods.com/fallout4/mods/38676 for males. Something wrong here too. Arrays shows, every overlays is ok. but cycling command on NPC doesn't work. It was ok in previous ver. May be some settings is off.. omg there's so many options) BodyHair on GO page 2 is 50%, hair priority is 5 ( btw the lower number the higher priority ? ), GOM page 1 "General body hair options = x2(Both)", Factional ROF is disabled. 

    

Posted
4 hours ago, Jeffey67 said:

 

You fixed it. Now I'm trying to use https://www.nexusmods.com/fallout4/mods/38676 for males. Something wrong here too. Arrays shows, every overlays is ok. but cycling command on NPC doesn't work. It was ok in previous ver. May be some settings is off.. omg there's so many options) BodyHair on GO page 2 is 50%, hair priority is 5 ( btw the lower number the higher priority ? ), GOM page 1 "General body hair options = x2(Both)", Factional ROF is disabled. 

    


Same issue. I turned on debug messages and it’s not even trying to apply body hair. 

Posted (edited)

I went back a few pages looking for an answer, so I apologize if it has been asked or if this is not from ROF, but how do you stop your doppelganger in AAF scenes to not get random pube, nails and other overlays distributed?  They disappear after the scene ends, so I think it's from ROF, but I can't figure out how to stop it.

 

EDIT - I went back further and realized this has been an issue reported early on that looked longstanding.  Was there ever a fix for it?

Edited by RileyAP
Posted
6 hours ago, Magnum717 said:

ROF never applies anything to faces, right? 

Right. As autor said, "Faces are a completely different story (which I am not touching)"

Posted (edited)

@Invictusblade In the new version, my character is also affected by the changes. I didn't notice this in previous versions, if it was the case then. Maybe because it was so noticeable the first time.

 

2024-09-0411_52_55-Fallout4.png.86775a6fa6bb990e940e804c7b327746.png


I would like to exclude my character from the random changes or undo the changes. Is there a setting for this in the MCM?


I was able to remove the blemishes using slm 14, but I can't find the option for the neon stripes. How do I get rid of them?

 

PS: Here's another example. I don't think it fits into my world. How can I get rid of these glowing paint jobs? Unfortunately, I haven't figured out which settings or mod is responsible for this.

Or do I have to choose a different option during installation? Currently "No Faction".

 

2024-09-0422_36_12-Fallout4.png.ac32e81fd9ff259d50d108424e380c11.png

 

edit:

Okay, new game. No neon this time, but other features that I don't like. So, how can I exclude my character from the changes? It's OK for NPCs including companions.
Hopefully these neon stripes (see above) will go away if I set neon to zero in MCM?

 

The solution:

You can set this under Body and $Overlays. I didn't dare look there for a long time because the game always crashed at this point with a ctd. That's no longer the case, thank the gods.
My request has been resolved. But I'll leave it up anyway in case a boardie has the same problem as me.

Edited by deathmorph
Posted (edited)

Sorry if this was already answered (I searched the topic and didn't find an answer) but does this work with Unique NPCs the mod?

 

 

EDIT:  nm,  found out that it does, and I can hotkey to change it on the fly

Edited by AndarielHalo
Posted
On 9/5/2024 at 4:38 AM, AndarielHalo said:

Sorry if this was already answered (I searched the topic and didn't find an answer) but does this work with Unique NPCs the mod?

 

 

EDIT:  nm,  found out that it does, and I can hotkey to change it on the fly

I've assigned key to "Cycle overlays to NPC" or something like that. And if aim an npc and press key, random set of overlays is applying.

Posted

I had changed some of Piper's characteristics, but after a short time everything was different again. Are the characteristics of the NPCs and companions subject to constant flux? That would be an interesting idea if that were the case.

Posted

@Invictusblade are you good at SPID? I'm trying to create a simple mod but I just can't seem to work. Could I get some help? I'm trying to create a mod that assigns different outfits to male and female raiders. But no matter what I do I can't seem to get it to work. Here's what I have:

 

Outfit = Outfit_Raider_f||RaiderFaction||F|

Outfit = Outfit_Raider_m||RaiderFaction||M|

 

Can someone tell me what's going on? SPID log says that it detects my 2 outfits but they are not showing up on any recently spawned raiders.

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